National Repository of Grey Literature 46 records found  beginprevious27 - 36next  jump to record: Search took 0.00 seconds. 
Hierarchical associative memories
Štanclová, Jana ; Mrázová, Iveta (advisor) ; Andrejková, Gabriela (referee) ; Neruda, Roman (referee)
The progress in information technologies enables applications of artificial neural networks even in areas like navigation and geographical information systems, telecommunications, etc. This kind of problems requires robust recall of - possibly incomplete - spatial data. In this context, spatial patterns can be geographic maps, room plans, etc. Strategies for processing of spatial patterns can be based on associative memories. However, the performance of traditional associative memories (usually Hopfield-like networks) is very sensitive to the number of stored patterns and their mutual correlations. In this thesis, we design and implement the so-called Hierarchical Associative Memory (HAM) model in order to avoid limitations imposed by processing of a large number of mutually correlated patterns. The proposed model consists of several associative memories grouped into layers. A suitable strategy applied during the network dynamics allows reliable processing of large amounts of spatial data. To evaluate the performance of the proposed HAM model, extensive simulations are carried out. The storage and recall abilities of the HAM model are studied experimentally and thoroughly compared with several other models of associative memories.
RDF format convertor
Stárka, Jakub ; Štanclová, Jana (referee) ; Dokulil, Jiří (advisor)
RDF is one of the basic building blocks of the Semantic web. RDF/XML was designed to be the primary form of serializing RDF. It has a complex and hard to read syntax which lead to creation of several alternatives, that are usually human readable but incompatible with the other alternatives. The goal of the thesis is to create a conversion tool for various RDF serialization formats, e.g. RDF/XML, Turtle, N3, and N-Triples. The tool must correctly handle all of the advanced syntax of the languages on the input side. Support for these shortcuts in output is not required. The implementation should be focused on high performance and correct Unicode handling.
Image Viewing and Manipulation Tool
Hauzar, David ; Štanclová, Jana (referee) ; Kalibera, Tomáš (advisor)
Image processing comprises many useful techniques for fixing and correcting of digital photographs, such as noise filtering, sharpening of images, color balancing, and many others. The aim of the work is to design and implement a portable tool that would allow easy integration of existing implementations of such techniques, providing its users with a unified and easy to use interface. The tool offers basic functions for image browsing, viewing, and processing. The advanced functions include image bending - manual combining of photographs of the same object taken with different exposures into a single photograph with higher dynamic range. The tool makes it possible to apply some of the operations to a group of images. These operations are image rotation, image rescaling, and median filtering. The extension mechanism of the tool includes support for adding new image processing operations, applying operations to a group of images, extending the range of supported image formats, modifying and extending user interface of the program.
High Order Neural Networks for Pattern Recognition
Ondrušek, Jiří ; Mrázová, Iveta (referee) ; Štanclová, Jana (advisor)
This thesis is concerned with study of high order neural networks for character recognition. The goal of the thesis is to verify and test models of high order neural networks, which are applicable to character recognition with regard to various deformations (rotation, scaling, translation ...). Our modi cations of these models are designed to improve classi cation abilities of the models. Obtained experimental results are summarized and compared with each other. The thesis also includes an evaluation of the results.
Artificial intelligence for 3D maze game
Staroň, Gabriel ; Štanclová, Jana (advisor) ; Dokulil, Jiří (referee)
The goal of the thesis is to design and implement a computer enemy (called bot) of the game 3D maze. The reasoning of the bot is realized by a finite state machine technique. The bot fight consists of finding and aiming an enemy (for bot it's human), selecting of best weapon, shooting and possible refreshing of health and ammo by picking relevant objects. The bots cooperation is based on noticing another close bots about an enemy position, if found, or a dangerous missile. The patrolling of the bot in a non-fight state is made using so-called waypoints. The thesis also contains the analysis of different approaches and implementation of the optimal one for this type of a game.
Design and analysis of personal agency database system development
Zásměta, Jakub ; Bednárek, David (referee) ; Štanclová, Jana (advisor)
The objective of this thesis is design and analysis of database system development for personal agency, which provides brigade services for students. The system offers native support of common processes and employees within the agency. Moreover, the system includes integration into the web portal. The system is designed for being used by brigade applicants and companies offering jobs. The design of the system covers also the data interface to different information system and the user authentication based on the directory LDAP server technologies.
Programming language and IDE for Lego Mindstorms NXT
Pelc, Jan ; Bureš, Tomáš (referee) ; Štanclová, Jana (advisor)
Title: Programming language and IDE for Lego Mindstorms NXT Author: Jan Pelc Department: Department of Software Engineering Supervisor: RNDr. Jana Štanclová, Ph.D. Supervisor's e-mail address: Jana.Stanclova@ruk.cuni.cz Abstract: The work is focused on design and implementation of a classical programming language for the standard firmware of robotics platform Lego Mindstorms NXT, with respect to less experienced programmers. The work contains a brief description of the target platform and the communication interface between the controller unit and a PC, and an overview of available tools for creating programs for this platform. In the last part, our library for communication with the controller unit is described, and possibilities for remote debugging of programs running on this unit are analysed. Keywords: robotics, Lego Mindstorms NXT, programming language design, compiler implementation, remote debugging
Digital photography and Czech Internet
Budínková, Barbora ; Štanclová, Jana (advisor) ; Žemlička, Michal (referee)
This bachelor thesis is devoted to the area of the Internet photo labs. Nowadays these applications constitute one of the ways of mediating the transfer of digital photographs from the author to print. As digital photographs gain more and more popularity, the role of the Internet photo labs gains more importance. The aim of this thesis is an analysis of the photo labs that are currently available on the Czech Internet. This analysis will focus on the user's possibilities and on several aspects of the technical execution of the relevant web pages. An application which will try to improve current possibilities will be created according to this analysis.
Optical Character Recognizer
Klaučo, Matej ; Štanclová, Jana (referee) ; Lánský, Jan (advisor)
The aim of this work is to implement a conversion from the scanned text document to the editable form. In this work we closely analyse this problem, its division into smaller parts and their solutions. An important part of the work is also a creation of a set of complex applications with a sophisticated graphical user interface, which allow accomodation of conversion to the user's requirements. During the conversion we specialize in images, which may contain insignificiant noise caused by a scanner of poor quality and which can be rotated.
3D maze
Ružinský, Jozef ; Dokulil, Jiří (referee) ; Štanclová, Jana (advisor)
The aim of the thesis is to create a 3D action game based on the game Descent. The player will have to find his way through a maze. The maze will be created on each initialization of the game and will contain the right path to the end and even a number of blind ways. Computer controlled enemies will make the player's way more harder. There will be some items in the maze that will replenish the player's life and ammo.

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